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Old 09-28-17, 05:35 PM   #76
gap
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Do you mean i must delete from obj every face that don't need to be reworked? Or every group of faces who didin't include those faces?

Thanks for your help!
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Maybe i know what do you mean now
I am not asking you to split the model in single faces, but in single meshes (i.e. meshes that don't share any edge/vertex with each other; a mesh = a group of faces linked to each other for having at least one edge in common). In Wings 3D there is a command for grouping separate meshes in a single object, and another command for ungrouping them; I don't know how easy os the same in Maya

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Here's the new link : https://www.sendspace.com/file/q29uqf
The pack include parts in red box for shadow problem and "red and black" hull, if you want to try to work on angled faces problem

From pics, i can see ship's stern was a little different nearby sea level, really narrow at extreme end of hull:

When solved, next step will be rework the bow.
I see. That will require quite a drastic rework of the stern section near the waterline. I am currently working on my first ship model and my free time is totally absorbed by it (). Nonetheless, if you are into doing at least the basic reshaping of the Queen Mary model, I can give her the final touches for making the rashaped surfaces to look smooth ant to face in the right direction again. What do you think?
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Old 09-29-17, 09:09 AM   #77
VonDos
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Thanks again mate for your help with red rectangle's parts!

I'll try to rework this stern as soon as possibile.
Best regards,
Vd.

EDIT, reworking stern i need to rework again red rectangle's part.
Please wait, i'll re-send them when finished =)
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Last edited by VonDos; 09-29-17 at 09:43 AM.
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Old 09-29-17, 01:07 PM   #78
gap
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Originally Posted by VonDos View Post
Thanks again mate for your help with red rectangle's parts!

I'll try to rework this stern as soon as possibile.
Best regards,
Vd.

EDIT, reworking stern i need to rework again red rectangle's part.
Please wait, i'll re-send them when finished =)
Roger that
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Old 10-01-17, 08:03 AM   #79
VonDos
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After a lot of more work:





What do you think about this new version?

Best regards,
Vd
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Old 10-01-17, 09:44 AM   #80
Anvar1061
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After a lot of more work:
What do you think about this new version?
It looks complete.
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Old 10-01-17, 10:08 AM   #81
gap
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After a lot of more work:

What do you think about this new version?
Excellent! I can still see a few angles that could be a bit smoother, but MUCH, MUCH better than in the previous version
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Old 10-01-17, 11:19 AM   #82
Kendras
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Originally Posted by VonDos View Post
After a lot of more work:





What do you think about this new version?

Best regards,
Vd
Very nice ass !!!
 
Sorry, I couldn't resist ...
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Old 10-01-17, 02:58 PM   #83
gap
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Very nice ass !!!
 
Sorry, I couldn't resist ...


I think you should take in consideration a short break from ships and naval simulations lol
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Old 10-02-17, 05:50 AM   #84
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I think you should take in consideration a short break from ships and naval simulations lol
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Old 10-03-17, 01:32 PM   #85
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Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there. And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).

I guess you should create a second unit for the war version of the ship.

Now, I think you are working on the bow section. This ship will be very nice !

I wish you Good Luck !
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Old 10-03-17, 02:05 PM   #86
gap
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Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there.
Probably some of the porthole faces are using the same texture as the wooden decks. The issue should be easily fixable by switching all the faces to use the main texture/material.

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And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).
I have looked into this while working on ship's smoothing groups. For portholese to look illuminated, the central part of them should be given a "luminous" material. Unfortunately, the 3D portholes currently in place have only the external ring modelled, but not the central glass. That's something we can add, but there are hundreds of portholes: even if we illuminate only a fraction of them, putting all those small polygons is their right place is going to take some time.

Talking about the "special light texture", I didn't check how other modders (I think Anvart dealt with ship lights) have set it, but I think we can use the city lights controller to get porthole lights to be switched only after down.

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I guess you should create a second unit for the war version of the ship.
I don't think so. Porthole "lights" could be stored in a library file and linked to the model through eqp file. By doing this, we should be able to switch them off by date, the same way that we change ship's paint scheme


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Now, I think you are working on the bow section. This ship will be very nice !
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Old 10-03-17, 02:11 PM   #87
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I don't think so. Porthole "lights" could be stored in a library file and linked to the model through eqp file. By doing this, we should be able to switch them off by date, the same way that we change ship's paint scheme
Yes, but how can you control the paint sheme as well ? It's not by the eqp file, is it ?
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Old 10-03-17, 04:46 PM   #88
gap
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Yes, but how can you control the paint sheme as well ? It's not by the eqp file, is it ?
No, provided that each unit's main texture was set as configurable in its dat/gr2 file, the texture can by changed by date (and by nation) using unit's roster cfg file(s). Tha above is surely valid for SHIV and 5, but I am reasonably confident that it applies to SHIII too, though there are not examples of this feature being used in stock files.
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Old 10-03-17, 06:25 PM   #89
VonDos
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Hi mates!

Yes, i was working on bow section. Now i'm going to bed, but those are today results:





@gap: those are ship's part who need to be reworked for light\shadow bug:
https://www.sendspace.com/file/7fs77c

Best regards,
Vd

PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue.

Best regards,
Vd
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Last edited by VonDos; 10-04-17 at 03:19 AM.
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Old 10-04-17, 05:42 AM   #90
gap
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Originally Posted by VonDos View Post
Yes, i was working on bow section. Now i'm going to bed, but those are today results...
Excellent!

Quote:
Originally Posted by VonDos View Post
@gap: those are ship's part who need to be reworked for light\shadow bug:
https://www.sendspace.com/file/7fs77c
Okay, I will work on them this afternoon

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Originally Posted by VonDos View Post
PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue.
Okay. Is the ship illuminated before her conversion to armed merchant?
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